Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Search
  • Get Qt Extensions
  • Unsolved
Collapse
Brand Logo
  1. Home
  2. Qt Development
  3. QML and Qt Quick
  4. Inconsistences when testing a QML application on Android devices
Forum Updated to NodeBB v4.3 + New Features

Inconsistences when testing a QML application on Android devices

Scheduled Pinned Locked Moved Unsolved QML and Qt Quick
16 Posts 5 Posters 3.3k Views 4 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • sierdzioS Offline
    sierdzioS Offline
    sierdzio
    Moderators
    wrote on last edited by
    #2

    You are not anchoring your elements but using X / Y positions instead. On every device, there are different pixel density, resolution etc. and while you can hand-tweak the x, y positions to look good for one screen, it will fail on others. Try using more anchors or layouts instead. Or make sure that your x, y bindings are properly abstract - that they will work well on all screen sizes and DPI settings.

    The reason why your black racket is in wrong position, just to pick one error, is that you tie it's position to table width - 40 pixels. However, the table position depends on width of the border element, which has X set to one 14th of window width. Now that dimension will be different on different screens.

    To see problems with positioning more clearly, try running your app on desktop in windowed mode and resize it to a few different sizes - you will see which elements go out of their proper places and should be fixed.

    (Z(:^

    tomyT 1 Reply Last reply
    1
    • sierdzioS sierdzio

      You are not anchoring your elements but using X / Y positions instead. On every device, there are different pixel density, resolution etc. and while you can hand-tweak the x, y positions to look good for one screen, it will fail on others. Try using more anchors or layouts instead. Or make sure that your x, y bindings are properly abstract - that they will work well on all screen sizes and DPI settings.

      The reason why your black racket is in wrong position, just to pick one error, is that you tie it's position to table width - 40 pixels. However, the table position depends on width of the border element, which has X set to one 14th of window width. Now that dimension will be different on different screens.

      To see problems with positioning more clearly, try running your app on desktop in windowed mode and resize it to a few different sizes - you will see which elements go out of their proper places and should be fixed.

      tomyT Offline
      tomyT Offline
      tomy
      wrote on last edited by tomy
      #3

      @sierdzio
      Thank you very much.

      I removed the border rectangle and replaced its id with table then used anchors here:

      main.qml:

      ...
      Window {
          id: window
          visibility: Window.Maximized
          title: qsTr("The PingPong Game - A QML Game")
          color: "gray"
      
          Rectangle {
              id: table
              width: window.width / 1.15; height: window.height / 1.15
              x: window.x + 100; y: 10;
              border.width: 10
              border.color: "white"
              color: "royalblue"
              property int count: 1
              property bool turn: false
              property bool lightState: false
              property double step: 3.0
              property int duration: 4
      
              Racket {
                  id: blackRacket
                  anchors.left: table.left
                  anchors.leftMargin: width * 2
                  y: height
                  color: "black"
              }
              Racket {
                  id: redRacket
                  anchors.right: table.right
                  anchors.rightMargin: width * 2
                  y: height
                  color: "red"
              }
      
      
              Ball {
                  id: ball
                  x: table.width/2
                  y: table.height/2
              }
      
              Column {
                  spacing: 3
                  anchors.centerIn: table
                  anchors.top: table.top
                  Repeater {
                      model: table.height/(blackRacket.height / 2 + 3)
                      delegate: Rectangle {
                          width: 5
                          height: blackRacket.height / 2
                          color: "white"
                      }
                  }
              }
      ...
      

      Racket.qml:

      ...
      drag.maximumY: table.height - height - 10
      ...
      

      The output on the android device is fine:

      0_1514461640193_photo_2017-12-28_15-15-19.jpg

      The problem that bothers the players is that, moving the rackets affects the speed of the ball, by the way, dragging the racket is not easy. It's hard.

      1 Reply Last reply
      0
      • tomyT Offline
        tomyT Offline
        tomy
        wrote on last edited by
        #4

        I don't know why whoever replies to my questions will be offline for days! :( :(

        K 1 Reply Last reply
        0
        • SGaistS Offline
          SGaistS Offline
          SGaist
          Lifetime Qt Champion
          wrote on last edited by
          #5

          Hi,

          1. Weekend
          2. End of year holidays
          3. Preparing new year's eve celebrations
          4. Recovering from Christmas celebrations
          5. Others (too much sweets, kid's toys to construct, not enough presents, death, etc.)

          Don't forget that this is a community driven forum. People come here on their own time providing help for free.

          They have no obligation of answering at any specific rate.

          Interested in AI ? www.idiap.ch
          Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

          1 Reply Last reply
          0
          • tomyT tomy

            I don't know why whoever replies to my questions will be offline for days! :( :(

            K Offline
            K Offline
            kenchan
            wrote on last edited by
            #6

            @tomy be careful what you say or people may not care to answer you!

            1 Reply Last reply
            0
            • tomyT Offline
              tomyT Offline
              tomy
              wrote on last edited by tomy
              #7

              Hey guys, especially kenchan: you're misunderstanding. I said nothing aggressively. And I know how to act.

              Thanks SGaist, yeah, you're right. the most important case is that it's being a new year so people are mostly very buys.

              1 Reply Last reply
              0
              • sierdzioS Offline
                sierdzioS Offline
                sierdzio
                Moderators
                wrote on last edited by
                #8

                @tomy said in Inconsistences when testing a QML application on Android devices:

                The problem that bothers the players is that, moving the rackets affects the speed of the ball, by the way, dragging the racket is not easy. It's hard.

                Make the area of the rackets bigger, then, for example by padding them with an invisible Item. Pseudo code:

                Item {
                  width: 200
                  height: 200
                  MouseArea {
                    anchors.fill: parent
                  }
                
                Racket {} // (better integrate that Item padding into Racket component itself, of course)
                }
                

                (Z(:^

                tomyT 1 Reply Last reply
                1
                • sierdzioS sierdzio

                  @tomy said in Inconsistences when testing a QML application on Android devices:

                  The problem that bothers the players is that, moving the rackets affects the speed of the ball, by the way, dragging the racket is not easy. It's hard.

                  Make the area of the rackets bigger, then, for example by padding them with an invisible Item. Pseudo code:

                  Item {
                    width: 200
                    height: 200
                    MouseArea {
                      anchors.fill: parent
                    }
                  
                  Racket {} // (better integrate that Item padding into Racket component itself, of course)
                  }
                  
                  tomyT Offline
                  tomyT Offline
                  tomy
                  wrote on last edited by
                  #9

                  @sierdzio
                  Hi,

                  I used this code for Racket.qml. It logically should work but in practice, no!
                  What's its issue please?

                  import QtQuick 2.9
                  
                  Rectangle {
                      id: root
                      width: 15; height: 65
                      property int oldY: y
                      property bool yUwards: false
                      property bool yDwards: false
                      
                      onYChanged: {
                          if(y > oldY)  yDwards = true
                          else if (y < oldY)  yUwards = true
                          oldY = y
                      }
                      
                      Item {
                          x: root.x - 50
                          y: root.y - 50
                          width: 100
                          height: 200
                          
                          MouseArea {
                              anchors.fill: parent
                              drag.target: parent
                              focus: true
                              hoverEnabled: true
                              pressAndHoldInterval: 0
                              drag.axis: Drag.YAxis
                              drag.minimumY: table.y
                              drag.maximumY: table.height - height - 10
                          }
                      }
                  }
                  
                  sierdzioS 1 Reply Last reply
                  0
                  • sierdzioS Offline
                    sierdzioS Offline
                    sierdzio
                    Moderators
                    wrote on last edited by
                    #10

                    @tomy said in Inconsistences when testing a QML application on Android devices:

                    drag.target: parent

                    You are dragging an invisible item instead of your racket.

                    (Z(:^

                    tomyT 1 Reply Last reply
                    0
                    • sierdzioS sierdzio

                      @tomy said in Inconsistences when testing a QML application on Android devices:

                      drag.target: parent

                      You are dragging an invisible item instead of your racket.

                      tomyT Offline
                      tomyT Offline
                      tomy
                      wrote on last edited by tomy
                      #11

                      @sierdzio
                      I also changed the target to: drag.target: root but no expected result again!

                      1 Reply Last reply
                      0
                      • tomyT tomy

                        @sierdzio
                        Hi,

                        I used this code for Racket.qml. It logically should work but in practice, no!
                        What's its issue please?

                        import QtQuick 2.9
                        
                        Rectangle {
                            id: root
                            width: 15; height: 65
                            property int oldY: y
                            property bool yUwards: false
                            property bool yDwards: false
                            
                            onYChanged: {
                                if(y > oldY)  yDwards = true
                                else if (y < oldY)  yUwards = true
                                oldY = y
                            }
                            
                            Item {
                                x: root.x - 50
                                y: root.y - 50
                                width: 100
                                height: 200
                                
                                MouseArea {
                                    anchors.fill: parent
                                    drag.target: parent
                                    focus: true
                                    hoverEnabled: true
                                    pressAndHoldInterval: 0
                                    drag.axis: Drag.YAxis
                                    drag.minimumY: table.y
                                    drag.maximumY: table.height - height - 10
                                }
                            }
                        }
                        
                        sierdzioS Offline
                        sierdzioS Offline
                        sierdzio
                        Moderators
                        wrote on last edited by
                        #12

                        @tomy said in Inconsistences when testing a QML application on Android devices:

                                drag.minimumY: table.y
                                drag.maximumY: table.height - height - 10
                        

                        Is "table" defined and visible by your Racket? No errors or warnings?

                        (Z(:^

                        tomyT 1 Reply Last reply
                        0
                        • sierdzioS sierdzio

                          @tomy said in Inconsistences when testing a QML application on Android devices:

                                  drag.minimumY: table.y
                                  drag.maximumY: table.height - height - 10
                          

                          Is "table" defined and visible by your Racket? No errors or warnings?

                          tomyT Offline
                          tomyT Offline
                          tomy
                          wrote on last edited by
                          #13

                          @sierdzio

                          Is "table" defined and visible by your Racket? No errors or warnings?

                          table is the first Rectangle in the main.qml:

                          import QtQuick 2.9
                          import QtQuick.Window 2.2
                          import QtQuick.Controls 2.1
                          
                          Window {
                              id: window
                              visibility: Window.Maximized
                              title: qsTr("The PingPong Game - A QML Game")
                              color: "gray"
                          
                              Rectangle {
                                  id: table          //   <<--- 
                                  width: window.width / 1.15; height: window.height / 1.15
                                  x: window.x + 100; y: 10;
                                  border.width: 10
                                  border.color: "white"
                                  color: "royalblue"
                                  ...
                          

                          Before widening the MouseArea the code used that and therefore recognized it.
                          As well as, I changed it, say, to:

                          drag.minimumY: 0
                          drag.maximumY: 300
                          

                          just for test. But no change again!

                          1 Reply Last reply
                          0
                          • tomyT Offline
                            tomyT Offline
                            tomy
                            wrote on last edited by
                            #14

                            Well, the code this way was helpful:

                            import QtQuick 2.9
                            
                            Rectangle {
                                id: root
                                width: 15; height: 65
                                property int oldY: y
                                property bool yUwards: false
                                property bool yDwards: false
                            
                                onYChanged: {
                                    if(y > oldY)  yDwards = true
                                    else if (y < oldY)  yUwards = true
                                    oldY = y
                                }
                            
                                MouseArea {
                                    anchors.fill: parent
                                    anchors.margins: -root.height
                                    drag.target: root
                                    focus: true
                                    hoverEnabled: true
                                    pressAndHoldInterval: 0
                                    drag.axis: Drag.YAxis
                                    drag.minimumY: table.y
                                    drag.maximumY: table.height - root.height - 10
                                }
                            }
                            

                            Now there is only one problem with the program which is:

                            • Moving the rackets when playing the game on the Desktop kit (Windows) doesn't affect the speed of ball's movement but when run on an Android device, moving the rackets affects the speed of ball's movement.
                              If you run the code on an Android device it will be obvious.
                            1 Reply Last reply
                            0
                            • johngodJ Offline
                              johngodJ Offline
                              johngod
                              wrote on last edited by
                              #15

                              I admit I havent check your code with much attention but here are a few ideias for you:
                              In rectangle id: table you have property int duration: 4, and in some timers you use
                              interval = (table.duration/4) wich mean you are setting a 1 ms timer trigger, wich means you're trying to get 1000fps (a little bit hight :) ).
                              Perhaps you could use int duration: 16, that will give you 60 fps that should be more than enought.

                              You seem to have one rectangle for table and another for the table border ? Cant you make it simple and use just one rectangle and make use of border.width and border.color properties ?
                              In the rectangle border you have something like
                              Rectangle {
                              id: border
                              x: window.x + window.width/14; y: window.y - 10
                              width: window.width -300; height: window.height - 120
                              since you would want your game to fit in phones and tablet and all have very different resolutions, screen sizes should really use anchorings, something like

                              Rectangle {
                              id: border
                              width: window.width * 0.8//just an example using 80% of the screen
                              height: window.height * 0.7//again just an example using 70% of the screen size
                              anchors.horizontalCenter: window.horizontalCenter
                              anchors.top: window top
                              anchors.topMargin: ...//use some margins if need, you get the point

                              Whenever I use qml, I tend to use dimensions in milimeters, not in pixel size, because things will get messy different sizes, in phones or tablet with diferente resolution.
                              For example in Ball. qml you have
                              Rectangle {
                              width: 18; height: 18
                              If you specify the size in milimeters instead of pixels you will get the same aprox. size in all type of screens and that is probably what you want. So how do you specify in size in milimeters ? Read on:

                              Rectangle {
                              property real calibrationFactor: 1
                              // you can also use diferent values if want to use diferente sizes for different plataforms
                              // calibrationFactor: Qt.platform.os === "android" ? 0.4 : 0.6
                              property real mm: Screen.pixelDensity * calibrationFactor
                              width: 5 * mm; height: 5 * mm

                              I usually tend to declare mm in main.qml and make general use of mm in setting width and height properties of all items (Button, Balls, ...) and usually have very good results.

                              In Ball.qml you have:
                              property double ran: Math.random() + 0.5
                              property double xincrement: ran
                              property double yincrement: ran
                              it seems the velocity will depend on the random ran value ? It doesnt look very acurate to me, make the velocity depend on some random factor.
                              I would do something like:

                              property real angle: 45//initially angle 
                              property double ran: 3 * mm //fixed value
                              	
                              //call move from the timer
                              function move() {
                                  x += ran*Math.cos(angle)
                                  y += ran*Math.sin(angle)
                              	
                              	/*
                              	for example, within the timer, you can check the limits of the ball, and change the angle, to make it bounce back in the walls or rackets
                              	or you can set properties here in Ball, with the limits of the field and the position of the backets, and check here for collisions
                              	*/
                              }
                              

                              Happy conding.

                              tomyT 1 Reply Last reply
                              1
                              • johngodJ johngod

                                I admit I havent check your code with much attention but here are a few ideias for you:
                                In rectangle id: table you have property int duration: 4, and in some timers you use
                                interval = (table.duration/4) wich mean you are setting a 1 ms timer trigger, wich means you're trying to get 1000fps (a little bit hight :) ).
                                Perhaps you could use int duration: 16, that will give you 60 fps that should be more than enought.

                                You seem to have one rectangle for table and another for the table border ? Cant you make it simple and use just one rectangle and make use of border.width and border.color properties ?
                                In the rectangle border you have something like
                                Rectangle {
                                id: border
                                x: window.x + window.width/14; y: window.y - 10
                                width: window.width -300; height: window.height - 120
                                since you would want your game to fit in phones and tablet and all have very different resolutions, screen sizes should really use anchorings, something like

                                Rectangle {
                                id: border
                                width: window.width * 0.8//just an example using 80% of the screen
                                height: window.height * 0.7//again just an example using 70% of the screen size
                                anchors.horizontalCenter: window.horizontalCenter
                                anchors.top: window top
                                anchors.topMargin: ...//use some margins if need, you get the point

                                Whenever I use qml, I tend to use dimensions in milimeters, not in pixel size, because things will get messy different sizes, in phones or tablet with diferente resolution.
                                For example in Ball. qml you have
                                Rectangle {
                                width: 18; height: 18
                                If you specify the size in milimeters instead of pixels you will get the same aprox. size in all type of screens and that is probably what you want. So how do you specify in size in milimeters ? Read on:

                                Rectangle {
                                property real calibrationFactor: 1
                                // you can also use diferent values if want to use diferente sizes for different plataforms
                                // calibrationFactor: Qt.platform.os === "android" ? 0.4 : 0.6
                                property real mm: Screen.pixelDensity * calibrationFactor
                                width: 5 * mm; height: 5 * mm

                                I usually tend to declare mm in main.qml and make general use of mm in setting width and height properties of all items (Button, Balls, ...) and usually have very good results.

                                In Ball.qml you have:
                                property double ran: Math.random() + 0.5
                                property double xincrement: ran
                                property double yincrement: ran
                                it seems the velocity will depend on the random ran value ? It doesnt look very acurate to me, make the velocity depend on some random factor.
                                I would do something like:

                                property real angle: 45//initially angle 
                                property double ran: 3 * mm //fixed value
                                	
                                //call move from the timer
                                function move() {
                                    x += ran*Math.cos(angle)
                                    y += ran*Math.sin(angle)
                                	
                                	/*
                                	for example, within the timer, you can check the limits of the ball, and change the angle, to make it bounce back in the walls or rackets
                                	or you can set properties here in Ball, with the limits of the field and the position of the backets, and check here for collisions
                                	*/
                                }
                                

                                Happy conding.

                                tomyT Offline
                                tomyT Offline
                                tomy
                                wrote on last edited by tomy
                                #16

                                @johngod
                                Thank you very much for your suggestions especially the one for moving.
                                Please take a look at this code. It's a very simplified version of a program disclosing the problem. I also tried your method in it:

                                main.qml:

                                import QtQuick 2.9
                                import QtQuick.Window 2.2
                                
                                Window {
                                    visible: true
                                    width: 720
                                    height: 620
                                
                                    Rectangle {
                                        id: table
                                        anchors.fill: parent
                                        color: "gray"
                                
                                        Rectangle {
                                            id: ball
                                            property real angle: 45
                                            property real calibrationFactor: 1
                                            property real mm: Screen.pixelDensity * calibrationFactor
                                            property double ran: 3 * mm 
                                            property double xincrement: ran*Math.cos(angle)
                                            property double yincrement: ran*Math.sin(angle)
                                
                                            width: 15
                                            height: width
                                            radius: width / 2
                                            color: "white"
                                            x: 300; y: 300
                                        }
                                
                                        Racket {
                                            id: myRacket
                                            x: table.width - 50
                                            y: table.height/3
                                            color: "blue"
                                        }
                                
                                        Timer {
                                            interval: 15; repeat: true; running: true
                                
                                            function move() {
                                                ball.x += ball.xincrement
                                                ball.y += ball.yincrement
                                            }
                                
                                            onTriggered: {
                                                if(ball.x + ball.width >= table.width || ball.x <= 0)
                                                    ball.xincrement *= -1
                                
                                                move()
                                
                                                if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                                    ball.yincrement *= -1
                                            }
                                        }
                                    }
                                }
                                

                                Racket.qml:

                                import QtQuick 2.9
                                
                                Rectangle {
                                    id: root
                                    width: 15; height: 65
                                
                                    MouseArea {
                                        anchors.fill: root
                                        anchors.margins: -root.height
                                        drag.target: root
                                        drag.axis: Drag.YAxis
                                        drag.minimumY: 0
                                        drag.maximumY: 600
                                    }
                                }
                                

                                But when I test it on my Android device, the problem still exists! :-(

                                1 Reply Last reply
                                0

                                • Login

                                • Login or register to search.
                                • First post
                                  Last post
                                0
                                • Categories
                                • Recent
                                • Tags
                                • Popular
                                • Users
                                • Groups
                                • Search
                                • Get Qt Extensions
                                • Unsolved